Starbound

Starbound

Faster Start
53 Comments
TheLazyTrader 7 Mar, 2024 @ 7:03pm 
@mirefrost00 Penguin Pete doesnt sell it, but the convenience store looking shop, Infinity Express, does sell liquid erchius fuel
-ZEAL0S- 3 Oct, 2023 @ 6:53pm 
This works so damn well. This mod shaved down what used to be a 7-minute long to never (Starbound starts overloading or something and drops to a slideshow) planet-load wait time to like, at max, a 1-minute wait time (but it's like less than 30 secs on average now). And I have around 450 mods and counting. Seriously, thank you for this mod.
mirefrost00 27 Aug, 2021 @ 11:48am 
With FU, Penguin Pete no longer installs your FTL drive. You now have to find your own crystal erchius fuel, which I don't think the vanilla outpost sells. Might could get it from centrifuging the liquid stuff, I guess.
bk3000  [author] 7 Jun, 2021 @ 3:07am 
FU is adding "moon" to the required worlds, which would somewhat slow down the selection process. It seems they do this to GUARANTEE a moon in the starter system - which the vanilla game doesn't do. It is technically possible that you could start without a "moon" biome if you seriously defy the odds.

Chance of a "moon" satellite biome (celestial.config) at a "gentle" star - vanilla math
inner: 66.75%
mid: 2.725%
outer: 66.75%
gate: 27.5%

That accounts for the slots per region, body probability, weighted chance for T1 and T2 (the satellite probability for each is different), and weighted selection of satellite types. Probabilities aren't exclusive so you could end up with multiple "moon" satellites. Granted I did this math at 5AM so forgive any mistakes (beyond staying up so late).

With this mod, you "risk" no moon according to their page LOL. This mod doesn't touch celestial.config. The Outpost already sells fuel. I don't see this as being worth worrying about.
bk3000  [author] 7 Jun, 2021 @ 2:59am 
@=:Philos Tor'am:=
I haven't played in a while but no reason this mod should "stop" working when the game hasn't even updated. But I had to check, and it looks like FU is now doing something unnecessary to universe_server.config
They're adding in "moon" to the necessary planet types - into the array this mod removes. And I suppose that could cause an issue since I'm not controlling for load order against FU, though I could. In the event that their mod loaded after, it would error on the patch since they aren't using a test operation there to see if the path exists.

So they're creating a problem that didn't exist before (for no real good reason). Yes I can fix it :|
by controlling load order in a way that wasn't necessary before.
Popo Bigles 6 Jun, 2021 @ 1:54pm 
Seems to no longer work. Found the last mod that caused crashing on my Starbound and deleted it in the files. I then loaded in normally and it turns out I can't start off right away. So that's quite a shame.

Also this is probably because it's now completely incompatible with FU.
test 29 Jan, 2021 @ 4:06am 
os it coabplible with FRACIN UBUVERSE??
test 18 Dec, 2020 @ 1:45am 
os it coabplible with FRACIN UBUVERSE??
T.w² kodamant 17 Dec, 2020 @ 12:38pm 
o aight i thought the gateway just spawns on whatever planted to first land on
bk3000  [author] 17 Dec, 2020 @ 11:17am 
@T.w² kodamant Pan Militia
I'm not sure exactly what you're looking for. The vanilla starting requirements are as follows -
"starterWorld": {"terrestrialBiome": "garden", "terrestrialSize": "small"},
"requiredSystemWorlds" : [{"terrestrialBiome": "forest"}, {"terrestrialBiome": "desert"}]

Now this mod removes "requiredSystemWorlds" so only a "garden" world that's "small" is required. If it was too large, then it could take you a long time to find the gate, etc on the starting world.

If you where not on a "garden" planet to start with, that's even worse. You couldn't get to the Outpost. If using FU as well, you can't start their stuff til you get to a garden world - which you can't fix your ship til you get to the Outpost. I could give you instant access to the Outpost, but that's beyond the scope of this mod and it does not solve the quest line issues - for example you can't fix the ship til unlocking the gate because of how the quests work (finishing one unlocks another).
T.w² kodamant 15 Dec, 2020 @ 12:20pm 
is there a way to take this one step forward and just remove all required starting planets or no?
Carlucci, Ace 5 May, 2020 @ 6:26pm 
For all you Bk3k Fans, there is a little secret unreleased mod by Bk3k that you can only get from becoming a member of our Discord. Come join us, follow progress, report bugs, see new ideas develop. All users that are "active" members are included in a monthly drawing for a free steam gift card. > {LINK REMOVED}
bk3000  [author] 15 Dec, 2019 @ 12:06am 
@8765sonic
This has nothing to do with Nuru.
It is vanilla behavior that she will already be there if another character completed the Floran mission. Nothing to do with any mod at all.
bk3000  [author] 1 Jul, 2019 @ 8:52pm 
Well I only put it up a year ago, and did so only to solve the problems other people had. I wasn't having the same problems since I use TrueSpace - but not everyone is going to use that.
Sullivas 1 Jul, 2019 @ 4:16pm 
My god this is the best mod for me that I have ever found thank you

How has it taken me this long to find it?!
bk3000  [author] 18 Mar, 2019 @ 9:26pm 
You don't need to rely on the starting system. For one thing, the outpost sells fuel.
Niko Reiesu 18 Mar, 2019 @ 8:19pm 
I like that this mod will let me start playing faster, but after using this mod with a bunch of mods that affect universe generation, I kinda see why vanilla Starbound has this restriction now.

The game put me in a situation where my only option to get Tungsten was an Ocean planet, and in turn I was forced to cheat to even explore.

And now I'm currently mining on the moon for fuel without an EPP, using that fuel to power my mech (because of Mech Overhaul), then balancing between fueling my mech and my ship to jump to a star with an easier planet, just so I can get Tungsten easily.

Because of these extreme circumstances, I'd like to request a tweak to this mod that make it check for both a garden planet and EITHER a Desert or a Forest planet, just so that starting faster won't result in having very little options to progress. I understand it might take longer for the game to find a starting area for the player, but it'd be nice to have.
Goober 7 Feb, 2019 @ 6:26pm 
thanks fixed my issue
Ω Spriggan Ω 18 Nov, 2018 @ 4:33pm 
oh................geez that makes sense.
i remember using a friends modpack and sure enough the ship
kept flying and flying and flying and flying and flying.... :(
.
as you've explained it it makes sense.
would of been a nice change to start on a more danagerous world tbh. :)
i just wonder how the story'll go?
bk3000  [author] 13 Oct, 2018 @ 2:30pm 
To repeat part of the descrition -

"By default Starbound looks for a system that has a small "garden" (aka lush) planet, a "desert" planet, and a "forest" planet. You'll of course start on the "garden" planet of course.

Here's the problem. You start using mods that add more planet types, and the mathematical chance any given planet is a "garden", "desert", or "forest" decrease. The odds that any particular system contains all 3 (and the "garden" needs to be small) decrease dramatically. Starbound keeps looking and looking for a matching system. Generating and rejecting system after system. So the more planet types you add, the time it takes to find an appropriate system goes up A LOT. People may even begin to think Starbound - or a particular mod - are broken. That isn't the case... it is just taking a really long time!"
bk3000  [author] 13 Oct, 2018 @ 2:30pm 
@Rirune
Bug? I think you may be misinterpreting the long load time for a bug. The description for this mod explains why that can happen (with planet adding mods), and this mod should make the situation far less severe.
Rirune 12 Oct, 2018 @ 11:10pm 
I sorry about this, but I'm getting rather confused. Which mod of yours actually fixes the bug? I checked your mods and while they all look great, non of them seem to be the one that fixes the bug. Could you name the one that does that?
Skye Chambers 27 Sep, 2018 @ 8:30am 
@msimone1969 lol I get it
the traveler 3 Sep, 2018 @ 10:47am 
@bk3000 its a joke
bk3000  [author] 3 Sep, 2018 @ 10:46am 
@msimone1969
Are you really asking if this mod is compatible with itself?
the traveler 3 Sep, 2018 @ 9:58am 
is it compatible with faster start?
playername 26 Aug, 2018 @ 11:51am 
Thank you.
bk3000  [author] 26 Aug, 2018 @ 11:28am 
\universe_server.config
You could easily find this by unpacking this mod same as the game assets. Or the download from the forums doesn't even need unpacked.
playername 26 Aug, 2018 @ 10:50am 
Hello, i unpacked my assets and i'm wondering which file(s) does this mod alter?
STΛRBIRD (SHE/HER) 6 Aug, 2018 @ 3:15pm 
Is iT cOmPAtibAle WItH DeSpACIto 321`139284374903W3894738947923479385734729047298317O8372937?!??!?!?!??!?!?!?!??!?!?!?
Anubis 17 Jul, 2018 @ 12:27pm 
Glad to know others are familar with the stargates
bk3000  [author] 17 Jul, 2018 @ 11:50am 
@Anubis
I'm honored to hear that from a Goa'uld
Anubis 17 Jul, 2018 @ 9:05am 
You must be some divine deity, starting a new character is now viable.
luizito 15 Jul, 2018 @ 11:24am 
well that explains my ship taking 10 minutes to land on a planet when starting a character. always thought it was bugged out because of the mods. you're a life saver mate
Asagi 15 Jun, 2018 @ 9:49pm 
Alright, I'll keep that in mind if I ever want to do a starter mod. I read the other comments and found that Truespace does what I asked for so ho well
bk3000  [author] 15 Jun, 2018 @ 8:27pm 
@Tomas Nau
It could be done pretty easily, but I don't quite see the point in doing that.Now this is a very simple mod actually. Look at the vanilla code to see what you'd need to do -
"findStarterWorldParameters" : {
"tries" : 200,
"range" : 500,
"starterWorld" : {
"terrestrialBiome" : "garden",
"terrestrialSize" : "small"
},
"requiredSystemWorlds" : [
{ "terrestrialBiome" : "forest" },
{ "terrestrialBiome" : "desert" }
]
},

I removed "findStarterWorldParameters/requiredSystemWorlds". You could just remove "findStarterWorldParameters/starterWorld/terrestrialSize" instead.

But as I say, I don't see the point really. If you want this, it is a fine excuse to get into modding with something small. Unpack \starbound\assets\packed.pak and see how this all works. You can use this mod as a simple reference too.
Asagi 15 Jun, 2018 @ 5:47pm 
A request: could you please make a version that keeps the garden/desert/forest requirement but merely removes the small size requirement?
LazySpaceRaptor 11 Jun, 2018 @ 8:28pm 
Using FU and Avali, that's about it, but nothing else that adds planets. Made 2 test characters and skipped the intro mission. both times it found a system before I was able to walk to the other side of the ship after dismissing the FU tutorial prompt.
bk3000  [author] 11 Jun, 2018 @ 4:22pm 
@KishinCat
Nah I don't think that'd be it. It isn't like Starbound does much multithreading (which could seriously speed that process up). Generally I'd guess either -
1. You aren't using the sort of mods which add planets. Such as the mods I list.
2. You are using those mods, but also using TrueSpace (which already has this built in).
3. Much delay can be covered up by running the starting Protectorate mission, since Starbound can search for systems in the background.
LazySpaceRaptor 11 Jun, 2018 @ 3:16pm 
Never noticed a delay. Maybe cause of my system specs?
Ickura 11 Jun, 2018 @ 10:54am 
I never knew the planet system was this picky, you learn something new everyday.
RizzCarlton 10 Jun, 2018 @ 1:55pm 
Ah, I do have Truespace as well, so I guess that explains it. Cheers.
RDKateran 10 Jun, 2018 @ 11:17am 
I can confirm that there is a delay the more mods you have. I'm running Radioactive Planets, Extended Story, and US-E Planets. Before I grabbed TrueSpace there was a considerable delay in arriving at the starter planet, though at first I thought it was because of a mod that lengthens travel times. Might've had something to do with it anyway.
bk3000  [author] 9 Jun, 2018 @ 9:55pm 
@FRANKAYHEYHO
It isn't a question of mod count, but specifically mods that add additional planets. I sort of explained the mathematical issue behind it in the description.

Suppose you had only FU (just one mod but with lots of planets), you'd still see a big jump in the amount of time it takes to find a suitable starter world. Granted you might not notice if you do the starting Protectorate mission since it would be looking (in the background) while you go through that.

But suppose you have lots of those planet adding mods I list above... the math gets increasingly harsher. Thus this mod. Alternatively TrueSpace already did this and if you have that, then you won't notice any difference.
RizzCarlton 9 Jun, 2018 @ 9:34pm 
Have a ton of mods, and yet I never noticed anything more than a short delay. Do people really have a substantial problem with this? Upvoting for awareness.
SleepySheepy 9 Jun, 2018 @ 8:44am 
a life saver u are mr. bk
RDKateran 8 Jun, 2018 @ 8:57pm 
Lmao, imagine if someone had such rotten luck with the starter planet selection that their character actually starved to death before it picked one.
᲼Jason 7 Jun, 2018 @ 7:03pm 
Reaaaaally helped when I was usinf FU and united systems. Thank./
Ruthenium 5 Jun, 2018 @ 10:39pm 
Rating this up because it could help a ton of people with their playthroughs. Wonderful mod!
💖 Officer Hotpants 💖 5 Jun, 2018 @ 9:26am 
Thank you so much. It would sometimes take well over a minute. Doesn't sound like much, sure, but that's over a minute of sitting there, doing nothing and listening to the engine screaming. There was a mod that was SUPPOSED to allow all characters to share a starting world like they used to but it never worked (for me, at least). This is definitely a good replacement. Arguably a better one, actually.